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SEED grass not showing up


grayman

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Yeah, this was mostly about "the problem of Trees". You could make the monsterclip cube for the branches reach real high then overlap the top with an giant MC

brush in editor to make the ceiling.

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Here's where I got the surface attribute details:

 

http://www.iddevnet.com/doom3/materials.php

 

and I presume the monsterclip material is just a blank material def with the monsterclip surface attribute.

 

yep:

 
textures/common/monster_clip
{
    description        "an invisible clip that is solid to AI only - used to stop AI from being able to access certain areas"

    qer_editorimage textures/common/monster_clip.tga
    nonsolid
    monsterclip
    noshadows
}
 

It's just a null texture.

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Yeah, this was mostly about "the problem of Trees". You could make the monsterclip cube for the branches reach real high then overlap the top with an giant MC

brush in editor to make the ceiling.

 

Yes, that generally works for trees, unless you put a bunch of small trees beneath an overhanging room that you expect AI to walk around in.

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If this were to be done, it would have to be done for new entities since it would probably cause some blockage for existing maps where models may be too close to doorways (etc). So these would be special pre-MC entities in their own model list.

 

I wonder if it would be worth it to make a directory for a few new materials with the MC material flag. You wouldn't want this to be the default attribute for most materials because complex func_statics would make it kill performance but it would come in handy for simpler FS walls etc.

 

Does Dmap remove MC inside of other MC for func_statics? If so, you could leave the complex FS in place and wrap it with simpler MC?

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I remember we discussed this waaaay back when we were first creating models, and I was told that we couldn't create monsterclip as part of a model, that it had to be worldspawn.

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I've never tested this so it very well could be that the engine ignores the MC attribute on FS and models.

Time to look around the Doom3world archives and engine code comments I guess.

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I'm not so sure. You can include a dedicate clipmodel using the clip texture. Monsterclip is just a variant of that so

presumably it would work the same way. Still, I suppose that dynamic clip is probably more resource intensive than

precompiled AAS.

 

Code changes corpses to MC dynamically, so again it seems to be possible:

 

 

 
physicsObj.SetContents( CONTENTS_CORPSE | CONTENTS_MONSTERCLIP );
 

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  • Hmm, interesting is this in the wiki for the SEED entry/tut..?
  • This sounds like a bug that needs a tracker..?

 

 

(About growing grass on earth, but not stone/tile)

 

That's actually a feature, SEED defines a factor that says how much should grow on certain materials. The probabilities are defined on the target entities, so grass refused to grow on bricks by default, but leaves/apples/random junk would not. This can be changed:

 

probability

Default 1.0. Is used as default probability for entities to spawn on certain surface types, but only when you define seed_material_xyz spawnargs on the template/target entities. See there for an explanation on how this lets you spawn entities only on some surfaces but not on others.

 

http://wiki.thedarkmod.com/index.php?title=SEED_-_Spawnargs#probability

 

http://wiki.thedarkmod.com/index.php?title=SEED_-_Spawnargs#seed_material_xyz

 

 

SEED is not the most mapper-friendly, unfortunately. Wish I had more time to refine it... :(

 

 

 

BTW: Can somebody please fix the robots.txt for wiki.thedarkmod.com? Google stopped listing everything there and instead displays:

 

"Wiki - The Dark Mod

wiki.thedarkmod.com/Diese Seite übersetzen

Aufgrund der robots.txt dieser Website ist keine Beschreibung für dieses Ergebnis verfügbar. Weitere Informationen"

 

That makes it hard to search for wiki pages.

 

 

Edited by Tels
  • Like 1

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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The map spawnarg can be used to get more varied distributions, here are a few examples:

 

http://wiki.thedarkmod.com/index.php?title=SEED_-_Image_maps

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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  • 1 month later...

You need to use:

seed_material_xyz

 

 


 

seed_material_xyz

Defines the probability that an entity will spawn on the given surface type. (Any surface types that TDM has can be used, but it is not possible to distinguish between material shader names or textures used). If any seed_material_xyz spawnarg is used, the "seed_probability" spawnarg will also be queried and used. Example:

 "seed_material_grass" "1.0" "seed_material_dirt" "0.5" "seed_probability" "0"

This would spawn the entity always on grass, only half the time on dirt, and never on anything else (the "seed_probability" "0" governs this).

The other way round might sometimes be easier:

 "seed_material_stone" "0" "seed_material_metal" "0" "seed_probability" "1.0"

Meaning: Never spawn on metal or stone, but always on anything else.

Note: The probability calculated/set from the surface type (material) is multiplied with the other probabilities. This means you can have a plant that never grows on stone or metal, and yet where it grows will still influenced by f.i. an image map.

 

 

http://wiki.thedarkmod.com/index.php?title=SEED_-_Spawnargs#seed_material_xyz

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I don't think the seed parser looks at surfaceType. It literally looks for the words: stone, grass, etc in the material.

 

Please post your material def.

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//Author - Obsttorte
//This texture is for the blend brush's that will intersect the patch/brush you want to blend your textures on

textures/common/blend
{
description "a brush texture that is used to blend two textures when used on a patch/brush via the .ase blend export script."

qer_editorimage textures/common/blend.tga
noshadows
}

//This is the definition for the two textures you want to blend

// TDM blend Method Related - author Obsttorte

textures/blend/grass_stone_blend
{

surftype15
description "grass & stone blend texture"
bumpmap textures/darkmod/nature/grass/grass4_local

{
blend diffusemap //blend mode
map textures/darkmod/nature/grass/grass4 //name of the image to apply
VertexColor //apply vertex coloring
}

// TDM Ambient Method Related

{
if (global5 == 1)
blend add
map textures/darkmod/nature/grass/grass4
scale 2,2 //decrease size by factor of 'x' in both x- and y-direction
//rotate 90 //rotate of the texture, as this can't be done in DR
red global2
green global3
blue global4
VertexColor
}

// TDM blend Method Related

bumpmap textures/darkmod/stone/cobblestones/cobblestones05_multicolour_irregular_local
{
blend diffusemap //blend mode
map textures/darkmod/stone/cobblestones/cobblestones05_multicolour_irregular //name of the image to apply
inverseVertexColor //apply vertex coloring
}

// TDM Ambient Method Related
{
if (global5 == 2)
blend add
map textures/darkmod/stone/cobblestones/cobblestones05_multicolour_irregular
scale 0.5,0.5 //decrease size by factor of 'x' in both x- and y-direction
rotate 90 //rotate of the texture, as this can't be done in DR
red global2
green global3
blue global4
inverseVertexColor
}
}
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I think Ive fixed it, with the info you guys gave me -

 

I changed the description from -

 

surftype15
description
"grass & stone blend texture"
bumpmap textures/darkmod/nature/grass/grass4_local

 

to -

 

surftype15
description
"grass"
bumpmap textures/darkmod/nature/grass/grass4_local

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Actually, I'd replace:

 
textures/blend/grass_stone_blend
{

surftype15
description "grass & stone blend texture"
 

with

 
textures/blend/grass_stone_blend
{

grass
description "grass"
 

 

Oh, I guess I'm wrong there. Grass isn't built-in so you do need to do Surfacetype15. You're probably onto something with the borked description.

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